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Regenerate • Heal a little every turn Level 2 • Heal Increase
Level 3 (Antidote) • Chance to cure an ailment Level 4 • Heal Increase • Can heal Fortune past Max HP Both need some tweaks further along for curing ailment (which status effect) and also if max health should be only touched by regenerate. heal_action.gd • Added overheal boolean and if set to true, player can heal past max hp.
| BattleManager.apply_healing(heal_amount, context.source, target) | ||
| if overheal: | ||
| var overflow = maxi(0, target.current_health + heal_amount - target.max_health) | ||
| target.max_health += overflow |
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Since this directly modifies max health, it would permanently increase the maximum health of the character which I don't think is ideal.
It might be better to add some sort of "overheal" or "shield" field to the BattleCharacter class to use here, and then update its "on_damage_received" function to reduce that field first before the character's actual health.
| class_name HealAction | ||
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| @export var heal_amount: int | ||
| @export var overheal: bool |
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Along with the overheal toggle, I believe there should also be a way to configure a maximum amount of overheal. This could also use -1 to disable the limit.
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I also approved and merged your other pull request, so if you want, you can merge main into this branch again then you can use the status effect type enum you added in there to determine which effects to clear for levels 3 and 4. Just make sure when merging, with things like scenes (like the |
Regenerate • Heal a little every turn
Level 2 • Heal Increase
Level 3 (Antidote) • Chance to cure an ailment
Level 4 • Heal Increase • Can heal Fortune past Max HP
heal_action.gd • Added overheal boolean and if set to true, player can heal past max hp.
Level 3 and 4 need some tweaks further along for curing ailment (which status effect?) and also if max health should be only touched by regenerate.